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I'm about to start developing a game that's main feature revolves around 2D water simulation. I have thought about starting with Box2D and designing water in that engine, but I'm not sure if it would be efficient, and I don't have any experience with Box2D.

It would be great if there was an engine with good fluid simulation built in. If not, where should I start? I have been searching around for a while and still don't really have a good place to begin.

The water is only going to take up at most 10% of the screen at a time, and my goal is 40 FPS on the 3GS and 45+ on the iPhone 4. Just rough numbers.

stema
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Gus
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1 Answers1

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actually you have to trick to make something looking smooth. Disney's "Where is my water?" app, is awesome for this, they make a first render of large balls and then create a water mask which serve as a filter to make this appears like a real stream. This will visually be much better even if physically it is more approximative than simulating hundreds of thousands of drops.

Take a look on this example to see what I mean

I never pushed Box2D to its limits but in my opinion it should be adapted enough for this usage.

Flavien Volken
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